﻿using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TroopStateIdle : NState<SlgEntityTroop>
{
    public void Enter(SlgEntityTroop entity, params object[] args)
    {
        List<SlgEntitySoldier> soldiers = entity.GetAllSoldier();
        for (int i = 0; i < soldiers.Count; i++)
        {
            soldiers[i].m_pMoveComp.StopMove();
            soldiers[i].ChangeState(SlgSoldierState.c_sSoldier_Idle);
        }
    }

    public void Execute(SlgEntityTroop entity, params object[] args)
    {
        
    }

    public void Exit(SlgEntityTroop entity, params object[] args)
    {
        
    }

    public bool OnMessage(SlgEntityTroop entity, MessageBody message)
    {
        return false;
    }
}
